A run’s spell choices have a limit: you can assemble six different spells. Both Ghost Gaming Insider’s introduction and Whiter’s showcase explain this system. Adding another spell and improving one you already have are different decisions.
Read what a card changes
Whiter’s level-up explanation at 4:00 ↗ describes three offered spell cards. Choosing a spell already in your setup improves it; the card states the change. Read the displayed effect before selecting, including any damage or cooldown modifier. A familiar spell name can have different behavior from World of Warcraft.
Use six slots with a purpose
Our suggestion: before adding a new spell, identify the problem it addresses. You might need to clear nearby enemies or deal more damage while moving. Compare that need with the improvement offered for an existing spell. This is a way to evaluate a choice, not a tested universal upgrade order.
The Paladin retaliation example depends on an interaction. The Hunter example emphasizes sustain and cooldown effects. Neither gives you a guaranteed sequence of cards.
Check the reroll prompt
The inspected v0.91.2 menu lists number keys 1-3 for selecting a card and R for rerolling. Read the current on-screen cost or allowance before using a reroll. The key binding alone does not establish unlimited rerolls.
What happens on the next attempt
Ghost Gaming Insider explains the distinction from 0:48 ↗: run spells and jewellery reset, while collected class gear and talent progress persist. If a new attempt looks weaker, compare those two layers separately. The Armory reference covers the permanent side.
Sources & scope
Community recordings checked 16 October 2026. Recording dates are given below; an exact game build was not established for these videos. Advice is attributed to its creator and has not been independently reproduced as a full clear.
